f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
199 lines
6.8 KiB
Markdown
199 lines
6.8 KiB
Markdown
---
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id: wiki-2026-0508-frustum-culling
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title: Frustum Culling
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [View Frustum Culling, VFC, Camera Culling]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [graphics, rendering, culling, optimization, gpu]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: cpp
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framework: opengl-vulkan-unity
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---
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# Frustum Culling
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## 매 한 줄
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> **"매 carmera 의 view volume (frustum) 밖 object 의 매 draw skip"**. 매 가장 기본적이고 가장 효과적인 매 visibility culling — 매 30-90% draw call 감소가 일반적. 매 modern engine (Unreal 5 Nanite, Unity HDRP, bevy) 은 매 GPU-driven culling 으로 매 millions of objects 를 매 compute shader 안에서 매 frame 마다 cull.
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## 매 핵심
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### 매 frustum 표현
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- **6 planes**: near, far, left, right, top, bottom.
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- 매 plane equation: `ax + by + cz + d = 0` with `(a,b,c)` = inward normal.
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- 매 view-projection matrix 의 매 row combo 로 6 planes extract (Gribb-Hartmann).
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### 매 bounding volume choice
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- **AABB (axis-aligned)**: 매 cheapest, 매 conservative — 매 large rotated objects 매 over-conservative.
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- **OBB (oriented)**: 매 tighter, 매 더 expensive.
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- **Sphere**: 매 cheapest test (single dot product), 매 loosest.
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- **Plane mask (frustum culling with masks)**: 매 children inherit parent 의 "fully inside" plane.
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### 매 알고리즘 흐름
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1. View-projection matrix → 6 frustum planes.
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2. 매 object 의 BV 와 매 6 planes test.
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3. **Outside** any plane → cull.
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4. **Inside** all → render.
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5. **Intersect** → render (or recurse children if hierarchy).
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### 매 modern (GPU-driven)
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- **Compute shader** 가 매 draw arguments buffer 를 build (`DrawIndirect`).
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- 매 millions of objects 도 매 sub-millisecond.
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- 매 hierarchical Z-buffer occlusion + frustum 결합 (Nanite).
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## 💻 패턴
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### Extract frustum planes from VP matrix (Gribb-Hartmann)
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```cpp
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struct Plane { glm::vec3 n; float d; };
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void extractPlanes(const glm::mat4& vp, Plane out[6]) {
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auto m = glm::transpose(vp); // row-major helper
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out[0] = { glm::vec3(m[3]+m[0]), m[3].w + m[0].w }; // left
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out[1] = { glm::vec3(m[3]-m[0]), m[3].w - m[0].w }; // right
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out[2] = { glm::vec3(m[3]+m[1]), m[3].w + m[1].w }; // bottom
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out[3] = { glm::vec3(m[3]-m[1]), m[3].w - m[1].w }; // top
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out[4] = { glm::vec3(m[3]+m[2]), m[3].w + m[2].w }; // near
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out[5] = { glm::vec3(m[3]-m[2]), m[3].w - m[2].w }; // far
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for (int i = 0; i < 6; i++) {
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float len = glm::length(out[i].n);
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out[i].n /= len; out[i].d /= len;
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}
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}
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```
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### Sphere vs frustum (cheapest)
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```cpp
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bool sphereInFrustum(const Plane planes[6], const glm::vec3& c, float r) {
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for (int i = 0; i < 6; i++)
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if (glm::dot(planes[i].n, c) + planes[i].d < -r) return false;
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return true;
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}
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```
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### AABB vs frustum (positive vertex / p-vertex test)
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```cpp
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bool aabbInFrustum(const Plane planes[6], const glm::vec3& mn, const glm::vec3& mx) {
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for (int i = 0; i < 6; i++) {
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glm::vec3 p = {
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planes[i].n.x >= 0 ? mx.x : mn.x,
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planes[i].n.y >= 0 ? mx.y : mn.y,
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planes[i].n.z >= 0 ? mx.z : mn.z
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};
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if (glm::dot(planes[i].n, p) + planes[i].d < 0) return false;
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}
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return true;
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}
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```
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### BVH-based hierarchical culling
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```cpp
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void cullBVH(const BVHNode& node, const Plane planes[6], std::vector<int>& visible) {
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auto r = aabbVsFrustumIntersect(planes, node.aabb);
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if (r == OUTSIDE) return;
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if (r == INSIDE) { addAll(node, visible); return; }
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if (node.isLeaf) {
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for (int idx : node.objects)
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if (aabbInFrustum(planes, objs[idx].mn, objs[idx].mx))
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visible.push_back(idx);
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return;
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}
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cullBVH(*node.left, planes, visible);
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cullBVH(*node.right, planes, visible);
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}
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```
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### GPU compute culling (HLSL)
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```hlsl
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// CullCS.hlsl
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StructuredBuffer<ObjectData> objects : register(t0);
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ConstantBuffer<FrustumCB> frustum : register(b0);
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RWStructuredBuffer<DrawArgs> drawArgs : register(u0);
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RWByteAddressBuffer counter : register(u1);
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[numthreads(64, 1, 1)]
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void main(uint3 id : SV_DispatchThreadID) {
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if (id.x >= objects.Length) return;
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ObjectData o = objects[id.x];
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bool visible = true;
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[unroll] for (int i = 0; i < 6; i++) {
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float4 p = frustum.planes[i];
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if (dot(p.xyz, o.center) + p.w < -o.radius) { visible = false; break; }
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}
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if (visible) {
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uint slot;
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counter.InterlockedAdd(0, 1, slot);
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drawArgs[slot].vertexCount = o.indexCount;
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drawArgs[slot].instanceCount = 1;
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drawArgs[slot].firstIndex = o.firstIndex;
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drawArgs[slot].baseInstance = id.x;
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}
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}
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```
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### Unity (Burst) culling job
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```csharp
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[BurstCompile]
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struct FrustumCullJob : IJobParallelFor {
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[ReadOnly] public NativeArray<float4> planes; // 6 planes
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[ReadOnly] public NativeArray<float4> bounds; // xyz=center, w=radius
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[WriteOnly] public NativeArray<bool> visible;
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public void Execute(int i) {
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float4 b = bounds[i];
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for (int p = 0; p < 6; p++) {
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float4 pl = planes[p];
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if (math.dot(pl.xyz, b.xyz) + pl.w < -b.w) {
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visible[i] = false;
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return;
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}
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}
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visible[i] = true;
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}
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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| <1k objects, CPU | per-object sphere/AABB test |
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| 1k-100k, hierarchical | BVH / Octree + frustum |
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| 100k+ static, GPU | compute shader + DrawIndirect |
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| Massive (Nanite-class) | GPU-driven + HZB occlusion |
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| Animated skeletal | use skinned bounds (loose) |
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**기본값**: 매 modern engine — GPU compute culling + BVH for spatial queries.
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## 🔗 Graph
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- 부모: [[Real-Time Rendering]]
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- 응용: [[GPU-Driven Rendering]] · [[Nanite]]
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- Adjacent: [[BVH]] · [[Octree]]
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## 🤖 LLM 활용
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**언제**: plane extraction code 검토, false-cull bug 디버깅 (e.g., flipped normal), GPU shader skeleton.
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**언제 X**: 매 actual rendering decision 의 runtime correctness — unit test + visual verification.
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## ❌ 안티패턴
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- **No bounding volume cache**: 매 frame 마다 매 mesh 의 bound 재계산 — pre-compute.
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- **Sphere only for everything**: 매 long thin object 매 over-conservative.
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- **Plane normalization 누락**: 매 distance comparison 부정확.
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- **Cull camera == render camera 가정**: 매 shadow camera, planar reflection 시 매 잘못.
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- **Animated bound 무시**: 매 skinned mesh 의 bound 가 매 outdated → pop in/out.
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## 🧪 검증 / 중복
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- Verified (Real-Time Rendering 4th ed, Gribb-Hartmann 2001, Unreal Nanite docs 2026).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — frustum extraction + BV tests + GPU-driven |
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